So I’m working on my water shader, and I’m at the point where I need to test a full scale version to see how it handles performance wise. So what’s the best approach to doing this?
- Obviously it can’t be running the tessellation constantly (like when you’re far away/it’s out of view), so I need it to only run that when the player is a set distance away (not sure how to do this).
- I also would like to know if I should just use one really large plane spread around the level or several connecting smaller ones? Strictly performance wise I mean.
Anything else I should know when using this effect on a large scale? Thanks in advance for any help/tips